Archnemesis mod changes YOU CAN DO IMMEDIATELY
These are changes you could make IMMEDIATELY to help reduce the ridiculous amount of rippy BS from archnemesis mods and stacking. By making these changes archnemesis monsters will still be strong and unique but not ridiculous. Personally I think archnemesis mods should have never had these mods to begin with but regardless I've effectively done your job for you and all you need to do is remove these to fix the game.
Hasted- REMOVE "Nearby Allies have 30% increased Attack and Cast Speed" CHANGE "Nearby Allies have 40% increased Movement Speed" to 10% Deadeye- REMOVE "Nearby Allies have 100% increased Accuracy Rating and 100% increased Critical Strike Chance" Bonebreaker- REMOVE "Nearby Allies have 40% increased Global Physical Damage" Malediction- REMOVE "nearby players TAKE 30% INCREASED DAMAGE" Rejuvenating- REMOVE "Healing Nova applies a debuff causing 60% reduced Recovery Rate of Life and Energy Shield" Executioner- REMOVE "Nearby Enemies cannot Recover Life or Energy Shield to above 50%" Drought Bringer- REMOVE "Nearby players cannot gain Flask Charges" Effigy- REMOVE IT Vampiric- REMOVE "Enemies Cannot Leech Life, Mana, or Energy Shield From you" And before the whiteknights arrive to despute this change blindly. Take a look at the full mod list on the wiki (https://www.poewiki.net/wiki/Archnemesis_modifier) and you'll realise removing these will still leave the archnemesis mods with loads of other lines, so technically this is a minor change. My life is slipping away... Addiction is a harsh drug... Last edited by EstocSlayer#0218 on Aug 22, 2022, 2:17:53 AM Last bumped on Aug 22, 2022, 3:41:18 PM
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Imo the correct course would be rework and augment innate skills each mob has, or should have, to make mob personality as clearly visible as it was since day 1 on their favorite D2.
Instead making all mobs in all content types exactly same with AN is an indie mobile browser game design level. Result is that all content now feels either frustrating (non-meta build) or boring as hell (meta build). There is no fundamental difference between A1 Mud Flats and T16 mapping now. I legit cannot remember how a single model of common mob looks in PoE: it is just some dark low-poly shape barely visible behind my FX visuals. |
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Lol yesterday I saw a rare with the effigy mod for the first time (I assume in standard it was getting insta deleted before I saw what it was doing).
The first time I saw one, I saw it was attacking something it spawned. And I was like "wtf is it doing"? Then, on the 2nd one, I noticed I was getting hit by the hits on the effigy. Hilarious really. Feels like someone found a "solution" for rare mobs not being able to hit you after everything around them dies and you are slowly killing the rare from range (cause it has too much hp). “We are the race of flesh, We are the race of lovers.”
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Easiest fix would just be to remove this stupid crap already. It's a pathetic day when Rare mobs are harder to take down than Act Bosses.
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Would love to see the complete charge removal on hit removed too, it's nightmarish for charge centric builds.
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I think this is the simplest way to fix the game.
Monsters should have never been given these powers... My life is slipping away...
Addiction is a harsh drug... |
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" Don't say that too much, otherwise GGG will see it and then buff act bosses to be on par with pinnacle endgame bosses. PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
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Remove the majority of damage and health increases from the mod rolls themselves, increase the base health and damage of mobs to compensate. This would create a consistent experience that scales appropriately with other mechanics. Something that is actually balanced.
A multiplier on a multiplier on a dice roll multiplier makes outlier situations pop up that ruin the flow of the game. You can't balance melee and ranged around mobs that can one-shot a fully defensive specced character in non-juiced content.(Not specifically talking about my own builds, look to any top hardcore players for examples) Ideally, remove all stat-only archnemesis mods, and re-introduce old mods back into the pool with numerical tweaks. Stop fearing "immortal" characters, a highly experienced player should be able to play without fearing death around EVERY corner. The rewards of pushing harder content should be what does people in, not bad RNG in an area where 99% of mobs are harmless. |
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